Demon Magic Level 2
Coerce
Spell
level:
Demon 2
Magic
Points:
3
Range:
6 yards
Duration: One summoning
Ingredients:
A whip fashioned from a demon's hide
This
ritual is similar in general nature to the Level 1 spell Persuade. Coerce;
however, will instil a fear of the demonologist in the creature summoned in
order to ensure its loyalty. Note that this is a feeling of unease and
trepidation rather than a psychological reaction. In game terms the demon's fear
will result in -2 being subtracted from the result on the faithfulness Test
roll, but should this be failed +1 will be added to the Vengefulness Test roll.
For Lesser Demons the Faithfulness Test will still only be adjusted by -1. The
demon may both fear and respect the summoner or fear and hate him as
a
result of the use of this ritual.
These
threats are not backed up by any real power, merely an illusionary suggestion
conveyed through the ritual. It will not fool a Greater Demon or Demon Prince.
Should a foolish mortal attempt to subject one of these entities to such
ignominy then they are in big trouble to say the least.
Contact
Demonic Power
Spell
level:
Demon 2
Magic
Points:
15
Range:
6 yards
Duration:
See below
Ingredients:
The sacrifice of a number of humanoids equal to the chaos power's sacred
number with a warpstone bladed dagger.
This
ritual will summon a manifestation of the desired chaos power or its
representative, the object being to forge an allegiance between the Demonologist
and that Chaos power. The sheer unearthly hideousness of this servitor will
cause an immediate terror test to be taken, and the gaining of
D6
Insanity points whatever the outcome. No control roll can be made and the caster
has no protection from whatever appears in response to the summoning. The
demonologist must rely on his wits and ability to bargain. If the servitor is
not impressed with the caster's ability and what he has to offer, he will be
either killed on the spot or taken back to the Realm of chaos
To
work as a slave for all eternity. Either way the demonologist is effectively
removed from the game. Note that failing the terror test and collapsing in a
screaming heap will generally count as being "unimpressive."
If
the caster can present himself as a suitable candidate, he will become a
champion of the Chaos power in question. Whatever the outcome, this is not a
spell recommended for PC use in a normal campaign.
Hell
Bolt
Spell
level:
Demon 2
Magic
Points:
5
Range:
48 yards
Duration:
Instantaneous
Ingredients:
A sliver of warpstone
This
spell sends a bolt of energy designed to disrupt a demonic individual or group.
As a result, any demon affected by this spell will take d3 S4 hits.
Non-demonic
targets will feel nothing bar a slight tingling, and thus this spell may be cast
into melee with no chance of injuring friendly mortal combatants.
Manifestation
of the Eye
Spell
level:
Demon 2
Magic
Points:
4
Range:
240 yards
Duration:
1 hour
Ingredients:
A fimir's eye
This
spell brings into existence a large, ethereal eye that will move at a rate of up
to 12 yards per round at the mental command of the caster, allowing him to see
all that it does. The Eye has excellent vision and can see clearly even in
pitch-blackness, although it cannot detect invisible creatures. The Eye's
Ethereal nature allow it to pass unhindered through physical barriers and
renders it undetectable by normal, non-magical means.
The
caster must close his eyes and concentrate in order to maintain the Eye - any
interruption in concentration will terminate the spell.
Stop
demonic instability
Spell
level:
Demon 2
Magic
Points:
3
Range:
48 yards
Duration:
Until next period of instability occurs
Ingredients:
The blood of a newborn child
This
spell can be cast onto any group of Lesser Demons or Demonic Servants, or on a
single Greater Demon within 48 yards. The target will be unaffected by its next
period of Instability (see the Bestiary), even if magically induced. A group of
Demons may only be protected by one of these spells at a time.
Summon
energy
Spell
level:
Demon 2
Magic
Points:
3
Range:
not applicable
Duration:
Variable
Ingredients:
any potion or the heart of a demonologist
The
Demonologist may use this spell to summon magical power of demonic origin. The
energy appears as a writhing mist, and the caster must make a successful Will
Power test to absorb the magical energy. If the test is successful, the energy
Increases the caster's magic points by 4D6, but will not take the total beyond
the caster's Power Level. While under the influence of this spell, the caster
may only regain magic points at the rate of I per day, regardless of skills or
rest. If the Demonologist dispels this spell, normal recovery rules apply for
the caster's own magic - points.
When
this spell is first learned, the Demonologist gains a new Disability immediately
(see Penalties). Each time the spell is cast, the caster gets I Insanity point-.
Summon
lesser demons
Spell
level:
Demon 2
Magic
Points:
5
Range:
Not applicable
Duration:
1 hour per level
Ingredients:
Six Human or Demi-Human hearts, from ritually sacrificed victims.
The
caster can use this spell to summon a group of 3D6 Lesser Demons, which will
appear within 6 yards. However, this spell may only be cast if one of the Demons
has previously been summoned, controlled, and a bargain struck with it -
following the rules given under Summoning Demons.
If
the caster successfully controls the Demons (making one Will Power check for
each Demon), they will serve for 1 hour per level of the caster, at which time
they return to their own plan If the caster is slain, the Demons disappear
immediately.
Summon
magical aid
Spell
level:
Demon 2
Magic
Points:
4
Range:
Varies
Duration:
Until the next sunrise
Ingredients:
Any magical scroll, or the heart of a Demonic Servant
The
caster can use this spell to summon demonic aid in the form of a spell. The aid
appears as a writhing mist, and the Demonologist must make a successful Will
Power test to absorb the spell. if the test Is successful, one Battle Magic or
Demonic spell of the caster's own level or lower may be learned temporarily.
This spell may now be cast once in the normal way.
Like
other power-summoning spells, the first time this spell is learned, the caster
gains one Disability (see Penalties), and each casting of the spell causes the
caster to receive 1 Insanity point.
Zone
of demonic nullification
Spell
level:
Demon 2
Magic
Points:
5
Range:
Not applicable
Duration:
1 hour per level
Ingredients:
The blood of any Demon
The
spell creates a 6-yard diameter Zone centred around the caster. The Zone lasts
for an hour per level of the caster or until the caster moves. Any Demon within
the Zone, or who attempts to enter the Zone, instantly becomes unstable and
disappears. The caster may also prevent any Demons from firing missiles or magic
into the Zone.
The
usual rules for zones apply.
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